It's rare that one gets to embrace something pretty overtly experimental, but credit to the Embers team behind STRAYED LIGHTS that from the start, that was their priority. As we worked through the game, the question was always "how can we approach this in a way that feels both clear, yet somehow also ambiguous?" The goal was never to confuse the player, but also to never spoon-feed the intent.
The result isn't really like anything I've ever tried before; it's not really "action" music, and not really "ambient" or "lush and pretty." It exists at some crossroad of those, and hopefully (like the game) inspires a bit of a turn inward. It was a privilege to be part of it!
Edited by Dallas Crane
Me!
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